Files
MapLibreParticleLab/src/mbgl/gl/context.cpp
Konstantin Käfer e67abfbe67 [core] Refactor OpenGL extension loading mechanism
Previously, we initialized global variables that held pointers to the extension functions. While this seemed to work, the spec doesn't guarantee that the function pointers are identical for different OpenGL contexts. Therefore, we are now making them a member variable of the Context object.
2017-03-23 14:50:11 -07:00

663 lines
24 KiB
C++

#include <mbgl/map/view.hpp>
#include <mbgl/gl/context.hpp>
#include <mbgl/gl/gl.hpp>
#include <mbgl/gl/debugging_extension.hpp>
#include <mbgl/gl/vertex_array_extension.hpp>
#include <mbgl/gl/program_binary_extension.hpp>
#include <mbgl/util/traits.hpp>
#include <mbgl/util/std.hpp>
#include <mbgl/util/logging.hpp>
#include <cstring>
namespace mbgl {
namespace gl {
static_assert(underlying_type(ShaderType::Vertex) == GL_VERTEX_SHADER, "OpenGL type mismatch");
static_assert(underlying_type(ShaderType::Fragment) == GL_FRAGMENT_SHADER, "OpenGL type mismatch");
static_assert(underlying_type(PrimitiveType::Points) == GL_POINTS, "OpenGL type mismatch");
static_assert(underlying_type(PrimitiveType::Lines) == GL_LINES, "OpenGL type mismatch");
static_assert(underlying_type(PrimitiveType::LineLoop) == GL_LINE_LOOP, "OpenGL type mismatch");
static_assert(underlying_type(PrimitiveType::LineStrip) == GL_LINE_STRIP, "OpenGL type mismatch");
static_assert(underlying_type(PrimitiveType::Triangles) == GL_TRIANGLES, "OpenGL type mismatch");
static_assert(underlying_type(PrimitiveType::TriangleStrip) == GL_TRIANGLE_STRIP, "OpenGL type mismatch");
static_assert(underlying_type(PrimitiveType::TriangleFan) == GL_TRIANGLE_FAN, "OpenGL type mismatch");
static_assert(std::is_same<ProgramID, GLuint>::value, "OpenGL type mismatch");
static_assert(std::is_same<ShaderID, GLuint>::value, "OpenGL type mismatch");
static_assert(std::is_same<BufferID, GLuint>::value, "OpenGL type mismatch");
static_assert(std::is_same<TextureID, GLuint>::value, "OpenGL type mismatch");
static_assert(std::is_same<VertexArrayID, GLuint>::value, "OpenGL type mismatch");
static_assert(std::is_same<FramebufferID, GLuint>::value, "OpenGL type mismatch");
static_assert(std::is_same<RenderbufferID, GLuint>::value, "OpenGL type mismatch");
static_assert(std::is_same<std::underlying_type_t<TextureFormat>, GLenum>::value, "OpenGL type mismatch");
static_assert(underlying_type(TextureFormat::RGBA) == GL_RGBA, "OpenGL type mismatch");
static_assert(underlying_type(TextureFormat::Alpha) == GL_ALPHA, "OpenGL type mismatch");
static_assert(std::is_same<BinaryProgramFormat, GLenum>::value, "OpenGL type mismatch");
Context::Context() = default;
Context::~Context() {
reset();
}
void Context::initializeExtensions(const std::function<gl::ProcAddress(const char*)>& getProcAddress) {
if (const char* extensions =
reinterpret_cast<const char*>(MBGL_CHECK_ERROR(glGetString(GL_EXTENSIONS)))) {
auto fn = [&](
std::initializer_list<std::pair<const char*, const char*>> probes) -> ProcAddress {
for (auto probe : probes) {
if (strstr(extensions, probe.first) != nullptr) {
if (ProcAddress ptr = getProcAddress(probe.second)) {
return ptr;
}
}
}
return nullptr;
};
debugging = std::make_unique<extension::Debugging>(fn);
if (!disableVAOExtension) {
vertexArray = std::make_unique<extension::VertexArray>(fn);
}
#if MBGL_HAS_BINARY_PROGRAMS
programBinary = std::make_unique<extension::ProgramBinary>(fn);
#endif
if (!supportsVertexArrays()) {
Log::Warning(Event::OpenGL, "Not using Vertex Array Objects");
}
}
}
void Context::enableDebugging() {
if (!debugging || !debugging->debugMessageControl || !debugging->debugMessageCallback) {
return;
}
// This will enable all messages including performance hints
// MBGL_CHECK_ERROR(debugging->debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, GL_TRUE));
// This will only enable high and medium severity messages
MBGL_CHECK_ERROR(debugging->debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_HIGH, 0, nullptr, GL_TRUE));
MBGL_CHECK_ERROR(debugging->debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM, 0, nullptr, GL_TRUE));
MBGL_CHECK_ERROR(debugging->debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_NOTIFICATION, 0, nullptr, GL_FALSE));
MBGL_CHECK_ERROR(debugging->debugMessageCallback(extension::Debugging::DebugCallback, nullptr));
}
UniqueShader Context::createShader(ShaderType type, const std::string& source) {
UniqueShader result { MBGL_CHECK_ERROR(glCreateShader(static_cast<GLenum>(type))), { this } };
const GLchar* sources = source.data();
const GLsizei lengths = static_cast<GLsizei>(source.length());
MBGL_CHECK_ERROR(glShaderSource(result, 1, &sources, &lengths));
MBGL_CHECK_ERROR(glCompileShader(result));
GLint status = 0;
MBGL_CHECK_ERROR(glGetShaderiv(result, GL_COMPILE_STATUS, &status));
if (status != 0) {
return result;
}
GLint logLength;
MBGL_CHECK_ERROR(glGetShaderiv(result, GL_INFO_LOG_LENGTH, &logLength));
if (logLength > 0) {
const auto log = std::make_unique<GLchar[]>(logLength);
MBGL_CHECK_ERROR(glGetShaderInfoLog(result, logLength, &logLength, log.get()));
Log::Error(Event::Shader, "Shader failed to compile: %s", log.get());
}
throw std::runtime_error("shader failed to compile");
}
UniqueProgram Context::createProgram(ShaderID vertexShader, ShaderID fragmentShader) {
UniqueProgram result { MBGL_CHECK_ERROR(glCreateProgram()), { this } };
MBGL_CHECK_ERROR(glAttachShader(result, vertexShader));
MBGL_CHECK_ERROR(glAttachShader(result, fragmentShader));
return result;
}
#if MBGL_HAS_BINARY_PROGRAMS
UniqueProgram Context::createProgram(BinaryProgramFormat binaryFormat,
const std::string& binaryProgram) {
assert(supportsProgramBinaries());
UniqueProgram result{ MBGL_CHECK_ERROR(glCreateProgram()), { this } };
MBGL_CHECK_ERROR(programBinary->programBinary(result, static_cast<GLenum>(binaryFormat),
binaryProgram.data(),
static_cast<GLint>(binaryProgram.size())));
verifyProgramLinkage(result);
return result;
}
#else
UniqueProgram Context::createProgram(BinaryProgramFormat, const std::string&) {
throw std::runtime_error("binary programs are not supported");
}
#endif
void Context::linkProgram(ProgramID program_) {
MBGL_CHECK_ERROR(glLinkProgram(program_));
verifyProgramLinkage(program_);
}
void Context::verifyProgramLinkage(ProgramID program_) {
GLint status;
MBGL_CHECK_ERROR(glGetProgramiv(program_, GL_LINK_STATUS, &status));
if (status == GL_TRUE) {
return;
}
GLint logLength;
MBGL_CHECK_ERROR(glGetProgramiv(program_, GL_INFO_LOG_LENGTH, &logLength));
const auto log = std::make_unique<GLchar[]>(logLength);
if (logLength > 0) {
MBGL_CHECK_ERROR(glGetProgramInfoLog(program_, logLength, &logLength, log.get()));
Log::Error(Event::Shader, "Program failed to link: %s", log.get());
}
throw std::runtime_error("program failed to link");
}
UniqueBuffer Context::createVertexBuffer(const void* data, std::size_t size) {
BufferID id = 0;
MBGL_CHECK_ERROR(glGenBuffers(1, &id));
UniqueBuffer result { std::move(id), { this } };
vertexBuffer = result;
MBGL_CHECK_ERROR(glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW));
return result;
}
UniqueBuffer Context::createIndexBuffer(const void* data, std::size_t size) {
BufferID id = 0;
MBGL_CHECK_ERROR(glGenBuffers(1, &id));
UniqueBuffer result { std::move(id), { this } };
vertexArrayObject = 0;
elementBuffer = result;
MBGL_CHECK_ERROR(glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, data, GL_STATIC_DRAW));
return result;
}
UniqueTexture Context::createTexture() {
if (pooledTextures.empty()) {
pooledTextures.resize(TextureMax);
MBGL_CHECK_ERROR(glGenTextures(TextureMax, pooledTextures.data()));
}
TextureID id = pooledTextures.back();
pooledTextures.pop_back();
return UniqueTexture{ std::move(id), { this } };
}
bool Context::supportsVertexArrays() const {
return vertexArray &&
vertexArray->genVertexArrays &&
vertexArray->bindVertexArray &&
vertexArray->deleteVertexArrays;
}
#if MBGL_HAS_BINARY_PROGRAMS
bool Context::supportsProgramBinaries() const {
return programBinary && programBinary->programBinary && programBinary->getProgramBinary;
}
optional<std::pair<BinaryProgramFormat, std::string>>
Context::getBinaryProgram(ProgramID program_) const {
if (!supportsProgramBinaries()) {
return {};
}
GLint binaryLength;
MBGL_CHECK_ERROR(glGetProgramiv(program_, GL_PROGRAM_BINARY_LENGTH, &binaryLength));
std::string binary;
binary.resize(binaryLength);
GLenum binaryFormat;
MBGL_CHECK_ERROR(programBinary->getProgramBinary(
program_, binaryLength, &binaryLength, &binaryFormat, const_cast<char*>(binary.data())));
if (size_t(binaryLength) != binary.size()) {
return {};
}
return { { binaryFormat, std::move(binary) } };
}
#else
optional<std::pair<BinaryProgramFormat, std::string>> Context::getBinaryProgram(ProgramID) const {
return {};
}
#endif
UniqueVertexArray Context::createVertexArray() {
assert(supportsVertexArrays());
VertexArrayID id = 0;
MBGL_CHECK_ERROR(vertexArray->genVertexArrays(1, &id));
return UniqueVertexArray(std::move(id), { this });
}
UniqueFramebuffer Context::createFramebuffer() {
FramebufferID id = 0;
MBGL_CHECK_ERROR(glGenFramebuffers(1, &id));
return UniqueFramebuffer{ std::move(id), { this } };
}
UniqueRenderbuffer Context::createRenderbuffer(const RenderbufferType type, const Size size) {
RenderbufferID id = 0;
MBGL_CHECK_ERROR(glGenRenderbuffers(1, &id));
UniqueRenderbuffer renderbuffer{ std::move(id), { this } };
bindRenderbuffer = renderbuffer;
MBGL_CHECK_ERROR(
glRenderbufferStorage(GL_RENDERBUFFER, static_cast<GLenum>(type), size.width, size.height));
return renderbuffer;
}
std::unique_ptr<uint8_t[]> Context::readFramebuffer(const Size size, const TextureFormat format, const bool flip) {
const size_t stride = size.width * (format == TextureFormat::RGBA ? 4 : 1);
auto data = std::make_unique<uint8_t[]>(stride * size.height);
#if not MBGL_USE_GLES2
// When reading data from the framebuffer, make sure that we are storing the values
// tightly packed into the buffer to avoid buffer overruns.
pixelStorePack = { 1 };
#endif // MBGL_USE_GLES2
MBGL_CHECK_ERROR(glReadPixels(0, 0, size.width, size.height, static_cast<GLenum>(format),
GL_UNSIGNED_BYTE, data.get()));
if (flip) {
auto tmp = std::make_unique<uint8_t[]>(stride);
uint8_t* rgba = data.get();
for (int i = 0, j = size.height - 1; i < j; i++, j--) {
std::memcpy(tmp.get(), rgba + i * stride, stride);
std::memcpy(rgba + i * stride, rgba + j * stride, stride);
std::memcpy(rgba + j * stride, tmp.get(), stride);
}
}
return data;
}
#if not MBGL_USE_GLES2
void Context::drawPixels(const Size size, const void* data, TextureFormat format) {
pixelStoreUnpack = { 1 };
if (format != TextureFormat::RGBA) {
format = static_cast<TextureFormat>(GL_LUMINANCE);
}
MBGL_CHECK_ERROR(glDrawPixels(size.width, size.height, static_cast<GLenum>(GL_LUMINANCE),
GL_UNSIGNED_BYTE, data));
}
#endif // MBGL_USE_GLES2
namespace {
void checkFramebuffer() {
GLenum status = MBGL_CHECK_ERROR(glCheckFramebufferStatus(GL_FRAMEBUFFER));
if (status != GL_FRAMEBUFFER_COMPLETE) {
switch (status) {
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
throw std::runtime_error("Couldn't create framebuffer: incomplete attachment");
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
throw std::runtime_error("Couldn't create framebuffer: incomplete missing attachment");
#ifdef GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
throw std::runtime_error("Couldn't create framebuffer: incomplete draw buffer");
#endif
#ifdef GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
throw std::runtime_error("Couldn't create framebuffer: incomplete read buffer");
#endif
#ifdef GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
throw std::runtime_error("Couldn't create framebuffer: incomplete dimensions");
#endif
case GL_FRAMEBUFFER_UNSUPPORTED:
throw std::runtime_error("Couldn't create framebuffer: unsupported");
default:
throw std::runtime_error("Couldn't create framebuffer: other");
}
}
}
void bindDepthStencilRenderbuffer(
const Renderbuffer<RenderbufferType::DepthStencil>& depthStencil) {
#ifdef GL_DEPTH_STENCIL_ATTACHMENT
MBGL_CHECK_ERROR(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, depthStencil.renderbuffer));
#else
MBGL_CHECK_ERROR(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
depthStencil.renderbuffer));
MBGL_CHECK_ERROR(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, depthStencil.renderbuffer));
#endif
}
} // namespace
Framebuffer
Context::createFramebuffer(const Renderbuffer<RenderbufferType::RGBA>& color,
const Renderbuffer<RenderbufferType::DepthStencil>& depthStencil) {
if (color.size != depthStencil.size) {
throw new std::runtime_error("Renderbuffer size mismatch");
}
auto fbo = createFramebuffer();
bindFramebuffer = fbo;
MBGL_CHECK_ERROR(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, color.renderbuffer));
bindDepthStencilRenderbuffer(depthStencil);
checkFramebuffer();
return { color.size, std::move(fbo) };
}
Framebuffer Context::createFramebuffer(const Renderbuffer<RenderbufferType::RGBA>& color) {
auto fbo = createFramebuffer();
bindFramebuffer = fbo;
MBGL_CHECK_ERROR(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, color.renderbuffer));
checkFramebuffer();
return { color.size, std::move(fbo) };
}
Framebuffer
Context::createFramebuffer(const Texture& color,
const Renderbuffer<RenderbufferType::DepthStencil>& depthStencil) {
if (color.size != depthStencil.size) {
throw new std::runtime_error("Renderbuffer size mismatch");
}
auto fbo = createFramebuffer();
bindFramebuffer = fbo;
MBGL_CHECK_ERROR(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
color.texture, 0));
bindDepthStencilRenderbuffer(depthStencil);
checkFramebuffer();
return { color.size, std::move(fbo) };
}
Framebuffer Context::createFramebuffer(const Texture& color) {
auto fbo = createFramebuffer();
bindFramebuffer = fbo;
MBGL_CHECK_ERROR(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
color.texture, 0));
checkFramebuffer();
return { color.size, std::move(fbo) };
}
UniqueTexture
Context::createTexture(const Size size, const void* data, TextureFormat format, TextureUnit unit) {
auto obj = createTexture();
updateTexture(obj, size, data, format, unit);
// We are using clamp to edge here since OpenGL ES doesn't allow GL_REPEAT on NPOT textures.
// We use those when the pixelRatio isn't a power of two, e.g. on iPhone 6 Plus.
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST));
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
return obj;
}
void Context::updateTexture(
TextureID id, const Size size, const void* data, TextureFormat format, TextureUnit unit) {
activeTexture = unit;
texture[unit] = id;
MBGL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, static_cast<GLenum>(format), size.width,
size.height, 0, static_cast<GLenum>(format), GL_UNSIGNED_BYTE,
data));
}
void Context::bindTexture(Texture& obj,
TextureUnit unit,
TextureFilter filter,
TextureMipMap mipmap,
TextureWrap wrapX,
TextureWrap wrapY) {
if (filter != obj.filter || mipmap != obj.mipmap || wrapX != obj.wrapX || wrapY != obj.wrapY) {
activeTexture = unit;
texture[unit] = obj.texture;
if (filter != obj.filter || mipmap != obj.mipmap) {
MBGL_CHECK_ERROR(glTexParameteri(
GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
filter == TextureFilter::Linear
? (mipmap == TextureMipMap::Yes ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR)
: (mipmap == TextureMipMap::Yes ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST)));
MBGL_CHECK_ERROR(
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
filter == TextureFilter::Linear ? GL_LINEAR : GL_NEAREST));
obj.filter = filter;
obj.mipmap = mipmap;
}
if (wrapX != obj.wrapX) {
MBGL_CHECK_ERROR(
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
wrapX == TextureWrap::Clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT));
obj.wrapX = wrapX;
}
if (wrapY != obj.wrapY) {
MBGL_CHECK_ERROR(
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
wrapY == TextureWrap::Clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT));
obj.wrapY = wrapY;
}
} else if (texture[unit] != obj.texture) {
// We are checking first to avoid setting the active texture without a subsequent
// texture bind.
activeTexture = unit;
texture[unit] = obj.texture;
}
}
void Context::reset() {
std::copy(pooledTextures.begin(), pooledTextures.end(), std::back_inserter(abandonedTextures));
pooledTextures.resize(0);
performCleanup();
}
void Context::setDirtyState() {
// Note: does not set viewport/bindFramebuffer to dirty since they are handled separately in
// the view object.
stencilFunc.setDirty();
stencilMask.setDirty();
stencilTest.setDirty();
stencilOp.setDirty();
depthRange.setDirty();
depthMask.setDirty();
depthTest.setDirty();
depthFunc.setDirty();
blend.setDirty();
blendEquation.setDirty();
blendFunc.setDirty();
blendColor.setDirty();
colorMask.setDirty();
clearDepth.setDirty();
clearColor.setDirty();
clearStencil.setDirty();
program.setDirty();
lineWidth.setDirty();
activeTexture.setDirty();
#if not MBGL_USE_GLES2
pointSize.setDirty();
pixelZoom.setDirty();
rasterPos.setDirty();
pixelStorePack.setDirty();
pixelStoreUnpack.setDirty();
pixelTransferDepth.setDirty();
pixelTransferStencil.setDirty();
#endif // MBGL_USE_GLES2
for (auto& tex : texture) {
tex.setDirty();
}
vertexBuffer.setDirty();
elementBuffer.setDirty();
vertexArrayObject.setDirty();
}
void Context::clear(optional<mbgl::Color> color,
optional<float> depth,
optional<int32_t> stencil) {
GLbitfield mask = 0;
if (color) {
mask |= GL_COLOR_BUFFER_BIT;
clearColor = *color;
colorMask = { true, true, true, true };
}
if (depth) {
mask |= GL_DEPTH_BUFFER_BIT;
clearDepth = *depth;
depthMask = true;
}
if (stencil) {
mask |= GL_STENCIL_BUFFER_BIT;
clearStencil = *stencil;
stencilMask = 0xFF;
}
MBGL_CHECK_ERROR(glClear(mask));
}
#if not MBGL_USE_GLES2
void Context::setDrawMode(const Points& points) {
pointSize = points.pointSize;
}
#else
void Context::setDrawMode(const Points&) {
}
#endif // MBGL_USE_GLES2
void Context::setDrawMode(const Lines& lines) {
lineWidth = lines.lineWidth;
}
void Context::setDrawMode(const LineStrip& lineStrip) {
lineWidth = lineStrip.lineWidth;
}
void Context::setDrawMode(const Triangles&) {
}
void Context::setDrawMode(const TriangleStrip&) {
}
void Context::setDepthMode(const DepthMode& depth) {
if (depth.func == DepthMode::Always && !depth.mask) {
depthTest = false;
} else {
depthTest = true;
depthFunc = depth.func;
depthMask = depth.mask;
depthRange = depth.range;
}
}
void Context::setStencilMode(const StencilMode& stencil) {
if (stencil.test.is<StencilMode::Always>() && !stencil.mask) {
stencilTest = false;
} else {
stencilTest = true;
stencilMask = stencil.mask;
stencilOp = { stencil.fail, stencil.depthFail, stencil.pass };
apply_visitor([&] (const auto& test) {
stencilFunc = { test.func, stencil.ref, test.mask };
}, stencil.test);
}
}
void Context::setColorMode(const ColorMode& color) {
if (color.blendFunction.is<ColorMode::Replace>()) {
blend = false;
} else {
blend = true;
blendColor = color.blendColor;
apply_visitor([&] (const auto& blendFunction) {
blendEquation = ColorMode::BlendEquation(blendFunction.equation);
blendFunc = { blendFunction.srcFactor, blendFunction.dstFactor };
}, color.blendFunction);
}
colorMask = color.mask;
}
void Context::draw(PrimitiveType primitiveType,
std::size_t indexOffset,
std::size_t indexLength) {
MBGL_CHECK_ERROR(glDrawElements(
static_cast<GLenum>(primitiveType),
static_cast<GLsizei>(indexLength),
GL_UNSIGNED_SHORT,
reinterpret_cast<GLvoid*>(sizeof(uint16_t) * indexOffset)));
}
void Context::performCleanup() {
for (auto id : abandonedPrograms) {
if (program == id) {
program.setDirty();
}
MBGL_CHECK_ERROR(glDeleteProgram(id));
}
abandonedPrograms.clear();
for (auto id : abandonedShaders) {
MBGL_CHECK_ERROR(glDeleteShader(id));
}
abandonedShaders.clear();
if (!abandonedBuffers.empty()) {
for (const auto id : abandonedBuffers) {
if (vertexBuffer == id) {
vertexBuffer.setDirty();
} else if (elementBuffer == id) {
elementBuffer.setDirty();
}
}
MBGL_CHECK_ERROR(glDeleteBuffers(int(abandonedBuffers.size()), abandonedBuffers.data()));
abandonedBuffers.clear();
}
if (!abandonedTextures.empty()) {
for (const auto id : abandonedTextures) {
if (activeTexture == id) {
activeTexture.setDirty();
}
}
MBGL_CHECK_ERROR(glDeleteTextures(int(abandonedTextures.size()), abandonedTextures.data()));
abandonedTextures.clear();
}
if (!abandonedVertexArrays.empty()) {
assert(supportsVertexArrays());
for (const auto id : abandonedVertexArrays) {
if (vertexArrayObject == id) {
vertexArrayObject.setDirty();
}
}
MBGL_CHECK_ERROR(vertexArray->deleteVertexArrays(int(abandonedVertexArrays.size()),
abandonedVertexArrays.data()));
abandonedVertexArrays.clear();
}
if (!abandonedFramebuffers.empty()) {
for (const auto id : abandonedFramebuffers) {
if (bindFramebuffer == id) {
bindFramebuffer.setDirty();
}
}
MBGL_CHECK_ERROR(
glDeleteFramebuffers(int(abandonedFramebuffers.size()), abandonedFramebuffers.data()));
abandonedFramebuffers.clear();
}
if (!abandonedRenderbuffers.empty()) {
MBGL_CHECK_ERROR(glDeleteRenderbuffers(int(abandonedRenderbuffers.size()),
abandonedRenderbuffers.data()));
abandonedRenderbuffers.clear();
}
}
} // namespace gl
} // namespace mbgl